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ROGUELIKE - INTERFACE CHANGE
Small update for the roguelike project, well sorta. Im changing all the controls to a mouse based design and ditching the conventional keyboard shortcuts. Inventory and equipment management is far simpler now.. even though the nostalgia is gone :/ Movement is slightly cl…
Small update for the roguelike project, well sorta. Im changing all the controls to a mouse based design and ditching the conventional keyboard shortcuts. Inventory and equipment management is far simpler now.. even though the nostalgia is gone :/ Movement is slightly cl…
Holy molly I just went through probably the most tedious adventure I've ever been through in my entire programming experience. Cutting out sprites and editing xml files is definitely not my forte. Alas in the end I've got a plethora of weapons and armors included in the game to test out my new idea…
Another build, this time with a complete game? Almost, if you consider being able to go from start to victory a complete game. I think I've got 99% of the base skeleton in place and will be focusing a specific modules of the game from now on. As usual the game requires a numpad and runs in a 1280x7…
OK I think I got it out of me, had a little fun messing around with the system and trying different ideas. Really needed that to clear my head and break past the tediousness of working on the same project for too long. Along with a huge event in my life that's been taking up alot of my time... well…
Well I caved in, I re wrote the project. I'm even happier that I took the time to write the Grid class. It made what started as just a tinkering idea flourish into a complete rewrite. Estimating it only took me 3-4 days of coding too. Things are finally cleaned up, far from optimal but it gives me …
An update before another release :) Putting alot of work into the new dungeon system / floor layout. I'm working on adding variety to the game and testing out some ideas that will have to wait for the next iteration of the game. Though the basics of it can easily be tested this go around. Each floo…
Phew that was quite the refactor. Creature system is almost 100% finished. I've left out the status/Curse system for this build. It's not perfect and feels clunky in its hacked together state. But beyond that everything but the dungeon it self is now defined and loaded from external xml files. The …
Bugs and frustration.... Looks like I need to do a little more cleaning before releasing. Been so long since I worked on the creature system, I had forgotten how I designed the current template loading. There's a bit of work to be done to bring it inline with how I refactored the item system. Not t…
Been a while. Still don't have as much time as Id like, but I've been making some progress. More of a refactoring rather than a rewrite. Tore apart how the entire item system loads templates, creates items and the whole drop system. The entire system has been parametrized and is completely defined …
Alright I'm probably coming off like a 3 year old that can't decide; pool or park? Those two comments on the last entry have been stuck in my head this whole time. So much so that I just couldn't commit to another project, even if small and temporary. Instead I've been spending this whole time maki…
So much has been going on in the last month and a half for me. Was back on that damn roller coaster, of ups and downs for a bit there. Too many good things, made it hard to notice how crappy I put that roller coaster together. Though I keep my head up and moving forward. Just now I'm walking rather…
Oh work, work work work. Time has been flying, it's been almost 3 weeks, and honestly I haven't had time to work on the project. I picked up a ton of hours at work trying to bring in some extra cash :). What little time I have I've been devoting to the family. Another downer was loosing my secondar…
A short update this time around, I modified the LOS system to be able to use it for targettting. Then I ruined it and spent alot of time fixing some stupid bugs.
Just updated the effects/particles to allow sprites and added some carnage to the game to test it out. was a real quick effect, that'll be…
Just updated the effects/particles to allow sprites and added some carnage to the game to test it out. was a real quick effect, that'll be…
Roguelike040
Install:
- run the appropriate visual studio 2012 redistributable in the C Runtime folder.
- run the executable in Game to play.
Keys / commands:
- move around using the numpad keys "1-2-3-4-6-7-8-9".
- attack creatures and interact with dungeon features by simply walking into them.
- Interac…
Install:
- run the appropriate visual studio 2012 redistributable in the C Runtime folder.
- run the executable in Game to play.
Keys / commands:
- move around using the numpad keys "1-2-3-4-6-7-8-9".
- attack creatures and interact with dungeon features by simply walking into them.
- Interac…
Unfortunately I've been plagued with this feeling of irritation. Just can't seem to focus or sit still lately. Finally got some things in life out of the way that I think was bringing this on and got the refactoring almost complete. While I was cleaning up some code I made a couple small tweaks to …
I'm looking towards a redesign, big re factor. I've moved onto keeping aspects of the game into their own systems. It's made the way I handle actions/events quite a mess. I'll have to butcher it to handle the abilities I have planned.
The current system, events, specifically key presses are checked …
The current system, events, specifically key presses are checked …
been doing alot of work doing my own graphics, still need to do the items. Messed around with a grid based shadow system. Just casting shadowsoff the player. but it didn't work quite right. The code is still there so I might go back to it but I feel i need to research it first.
Got the text effects …
Got the text effects …
Got a new build for yall to give a try. I haven't gotten any menu code in place yet so I hacked a way to use different resolutions. Theres 3 options to download each one uses a different resolution. Choose your preference. Like before the game is zipped up with 7zip, but any zip progrogram (winzip,…
Finally got some time to focus on what my goals will actually be for the next installment. Another roguelike, turn based. trying to build upon the last game rather than start from scratch. I got a pretty good grasp on how things were laid out and how I'd like to lay them out now. There's hopefully …
https://www.dropbox.com/s/bsxgr9njkcqki0f/Roguelike.7z
Download the zip file (created with 7zip) and extract it. I should create two folders. C runtimes which has the visual studio redistributal packages. Install the one that corrisponds with you OS if you don't have vsc++2012 installed. The game fo…
Download the zip file (created with 7zip) and extract it. I should create two folders. C runtimes which has the visual studio redistributal packages. Install the one that corrisponds with you OS if you don't have vsc++2012 installed. The game fo…
Hopefully this works, never really used drop box out side of personal use. Download the zip file (created with 7zip) and extract it. I should create two folders. C runtimes which has the visual studio redistributal packages. Install the one that corrisponds with you OS if you don't have vsc++2012 i…
Re thinking the console message system. Having game handle the messages or just the way it does handle and dispatch them is very clunky and verbose. So I think this is gonna be my next goal, get things back to a more manageable state by cleaning up this system. Before jumping straight into the last…
Got the use command up and running along with the indentifying system. big progress, but alot of speghetti is forming. Going to take the next session to clean up and refactor the mess a little. ran out of time getting things packaged up for download. I'll have to post it next time, or update this e…
Monsters and lots of them. Got the basics of creature ai. They basically just hunt the player down. Trying to move towards you and attack any chance they get. Also got player regen, each 4 turns the player heals if injurned. Killing creatures also gains experience and the player levels up. increasi…
Still coding along; Internet was all wonking, so this ones bigger. Got the basic console with colors. Can easly add multi colored texted per line, but figured it looks alright as is. Got the main code setup for simulating turns and it does simulate hunger. Each turn will be initiated by the players…
Code code code. At this pace I probably couldv'e made it as a 7DRL, definitley simple but complete. Just loving how smoothly things are still going. Though I'm noticing some code bloat creeping into the project. Dungeon class alone is ~700 lines of code, with a handfull of other breaking 500. Most …
Trying to keep things moving along. I put together a basic item system and allowing the picking up of these items. Next will probably be adding the messege display or basic creatures. Creatures might wait before I do a refactoring of my event/action system to allowing multi step action. Realized wh…
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